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A predetermined pattern of strategy (2) choices used in experimental studies of players' choices in repeated strategic games. In a two-person experimental game, a player may be pitted against a simulated co-player in the form of a computer or an accomplice of the experimenter's, programmed in advance to make a predetermined sequence of choices that may or may not depend on the player's choices. In many such experiments the players are led to believe that they are playing against ordinary co-players. The most thoroughly researched programmed strategy for repeated Prisoner's Dilemma games is tit for tat.